Fulltext results:
- create_a_light_thing
- TEP 1: Header and Thing definitions ===== First thing we need to do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite text editor (I will be using notepad). I always like to includ... few of them in our level. * *Save* your LightThing.ded * *Close* your text editor. ===== STEP 4: Pl
- use_deds_in_doom_builder
- ump ====== Now we're ready to start writing our DED. Let's do something cool like getting our name to show up at the star... ** button. This is where you can insert all your DED definitions and your XG line/sector classes. The first thing we are going to do is add the [[header]]. This is... y about that at the moment ( check out [[map_info_ded_]] for more information on this class ). * Ty... * [[http://www.doombuilder.com|DoomBuilder]] * [[ded|DED reference]] * [[xg|XG reference]]
- start_doomsday_from_steam
- not be able to use your resources you have downloaded like the Heretic resource pack. ====== Step 1 =... n steam. click add selectid programs. do the same thing for the other one. the reason we do this is steam can only have 1 exe of the same name loaded and if you try to load it a gen it will default t... m delete the copy exe you made as they are not needed a gen. ====== Step 5 ====== Now lets create a
- create_a_new_monster
- The Header and the Thing definition ====== First thing we need to do is create our new DED file. Create a new DED file called BarrelMonster.ded. Now open BarrelMonster.ded in your favorite text editor (I will be using notepad). I always like to
- use_hires_textures_in_your_map
- to use a texture with an alpha channel on a two-sided [[linedef]]. It is recommended to use PNG files whenever possible for the added flexibility of utilizing 24 bit when an alpha channel... //data/jdoom/textures//**//.// Another important thing to realize is that the engine will scale your hir